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Thread: Too Much Love

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    Octorok
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    Sick Bug Too Much Love

    The Nayru's Love leaving and returning thingies keep going forever. If you wait around long enough (a couple minutes with the frame limit off), they'll fly past the screen again eventually. If you keep casting more and more of them, the game starts to behave a little weirdly... Most items don't work; sometimes instead of your sword or the wand you'll fire one off those Nayru's thingies instead. It's funny to see the little blue balls I have set up shooting out like sword beams, lol. I don't know if any other items are similarly glitched.

    (Let me know if you need some help to verify.)

  2. #2
    Here lies mero. Died by his own dumbassitude.
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    o_O

    Yeah, your OS what be nice.

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    Octorok
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    Win 10. Lemme get up a video shows what I mean. Note that my computer really doesn't like me recording while the frame limit is off...

    Yeah here's what it looks like. https://www.youtube.com/watch?v=KfvJ6_BYVr4

  4. #4
    Here lies mero. Died by his own dumbassitude.
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    @CSD
    The Phantom weapons are most likely not being destroyed correctly then.
    @Gleeok
    You wanna take a look at this first? I'll probably won't be able to until next week sometime. Gotta reinstall boost because problems.
    Speaking of Boost why the hell are we using this again? I almost never see any function calls from it.
    Also MinGW & MSYS for the win.
    Last edited by Tamamo; 06-02-2016 at 08:32 AM.

  5. #5
    Is this the end?
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    Saffith's Avatar
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    The ZC version would be more helpful. Is this latest or 2.50.something?
    Is the quest rule "Weapons With No Collision Detection Move Offscreen" enabled? (Or maybe this is a version before that was added?) Are there any scripts that might be interfering?

    Quote Originally Posted by Tamamo View Post
    Speaking of Boost why the hell are we using this again?
    Because lambda functions make Gleeok's compiler cry.

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    The Time-Loop Continues ZC Developer
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    Quote Originally Posted by CSD View Post
    The Nayru's Love leaving and returning thingies keep going forever. If you wait around long enough (a couple minutes with the frame limit off), they'll fly past the screen again eventually. If you keep casting more and more of them, the game starts to behave a little weirdly... Most items don't work; sometimes instead of your sword or the wand you'll fire one off those Nayru's thingies instead. It's funny to see the little blue balls I have set up shooting out like sword beams, lol. I don't know if any other items are similarly glitched.

    (Let me know if you need some help to verify.)
    In other words, you're saying that Nayru's Love can go all night long? :)

    Quote Originally Posted by Saffith View Post
    Because lambda functions make Gleeok's compiler cry.
    I still have yet to witness one single useful addition to the c++ spec since the cavemen used it to design the wheel. All they manage to do is add bloat and increase compile times... D: Just to put it into perspective: My side projects actually never ever include a single c++ or c header file. In fact, I have it set up so that you get a compile error if you try to include one (to prevent accidental includes [and yes I still get intrinsics and vectorization]). Just in case you think I'm completely out of my mind here I'll tell you that for my shooter project it takes 0.8 seconds to compile, whatever the graphics driver spends on creating an opengl context, and about 0.2 seconds to load everything, which is the exact amount of time it takes me to reach over and pick up my gamepad.

    @Tamamo : Yeah, I'm still going to make boost optional, I just sorta haven't gotten around to it yet.... :/


    Also, Hitler on c++:

    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  7. #7
    Here lies mero. Died by his own dumbassitude.
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    I hate the lack of modules as much as the next person and would love to add Modules to ZScript. But that would definitely take a completely rewrite of the ZASM language.

    Refresh my Memory a bit, but are we still planning to add Angelscript or some other Scripting Language later on?
    Last edited by Tamamo; 06-03-2016 at 09:30 AM.

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    Octorok
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    I clicked "about" and it says 2.50 build 29. I know lens always revealing raft bounce is fixed in whatever version I have. (I haven't been paying attention enough to know if there are newer builds out there somewhere.) Weapons with no collision moving offscreen is enabled. Disabling it did not prevent this glitch from happening. There is a global script running but it's not relevant. I created a new quest, the only edit I made was to enable cheats, and then went right ingame, and the glitch occurs.

  9. #9
    Is this the end?
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    You'd probably know if you were running latest, so that ought to be 2.50.2. Strange, though... That seems like something that should be easy to reproduce, but I can't. Could you provide a demo quest? I don't know what else to say.


    Quote Originally Posted by Gleeok View Post
    I still have yet to witness one single useful addition to the c++ spec since the cavemen used it to design the wheel.
    Heck, who needs C++ at all? There's nothing it can do that can't be done in assembly.

    I didn't mean to start an argument here, anyway. We just have different ways of doing things. So it goes.

    Yeah, I'm still going to make boost optional, I just sorta haven't gotten around to it yet.... :/
    I do actually plan to remove it. Still just having a hard time doing stuff.

    Quote Originally Posted by Tamamo View Post
    Refresh my Memory a bit, but are we still planning to add Angelscript or some other Scripting Language later on?
    Yeah. It's just become a bit lower of a priority recently.

  10. #10
    Octorok
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    OK so I said "new quest," clicked Z3-like, added nayrus, the light force ring, and some magic to the init data. I don't know how me making the quest instead of you will change the results. cavehelp.webs.com/test.qst

    While I'm here I'll mention the two most annoying bugs that keep cropping up... One figures you guys probably know about these.
    - The midi bug. Much rarer than it used to be, maybe happens once or twice in 20 hours of playing a quest, but I thought this thing had been fixed long ago?
    - The UI tends to stop listening to the keyboard after a while. Makes continue warping take much longer. Really annoying when you're trying to enter a cheat code and have to restart the program. (Though at this point I just use MHS to lock the value to 4 at all times lol.)

    I know you'd rather have separate threads but this is probably it for me here for a while. Happy debugging :p.

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